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cineboxandrew

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Everything posted by cineboxandrew

  1. Ah, turns out KSP doesnt like models having multiple submeshes. Split it into multiple models and it now loads!
  2. I'm experimenting with making my own parts, and reusing the stock textures to reduce memory usage like what SXT does, but I'm getting a NullReferenceExeption when it attempts to compile the part with any external texture references in the MODEL flag. When I uncomment the texture lines it will work, but falls back to the dummy textures. In unity I have a few materials that use the dummy textures I set up. I'm wondering if I need to use specific shaders or something? I'm using the KSP/specular shaders for them Here are the errors I'm getting: [LOG 09:38:07.498] PartLoader: Compiling Part 'KBM/Parts/Rack/KBM_4U_RCS/KBM_4U_RCS' [ERR 09:38:07.498] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 [ERR 09:38:07.498] PartCompiler: Cannot compile part The contents of KBM/Parts/Rack: KBM_4U_RCS.cfg Rack.mbm RackRCS.mu hex.mbm hexNormal.mbm rcs.mbm my Config file
  3. I've had a problem with controlling ships when controlling from docking ports at a right angle from the root part. Both SAS and mechjeb's Smart ASS have wild oscillations around the roll axis of the docking port, like its overshooting its attempt to stop rotation. This happens with both an inline docking port part like the shielded clamp-o-tron or with a normal docking port attached radially. I might try testing this in an unmodded install, but was wondering if anyone else has experienced this? I have several mods installed but the only one I can think that would effect SAS's ability to hold steady is mechjeb. Nothing out of ordinary appears in the logs Edit: this is in 1.3.1 since I'm still waiting for mods to update
  4. Will there be any major save-breaking changes with these mods updating to 1.4.1?
  5. So with NF Launch Vehicles and Cryotanks, the 5m nose cone tank has a negative dry mass when filled with hydrogen, with somewhat comedic results
  6. Sorry if this has been asked before, but do the deployable wings work with stagerecovery?
  7. I dont have any of these parts in career with CTT. It doesnt look like the "advOffworldMining" tech exists anymore in CTT nevermind I'm just blind
  8. I dont think the electic charge amount on the "Support" octogirder pieces are balanced well. the full length one stores 9000 EC, yet the short stock 2.5m battery stores 4000 EC. if each of the batteries in the model is about twice the size of the B-800, then a full size support girder should store about 50,000 EC
  9. By the way the size 2 doors are broke, when its closed it looks like its open. this wouldnt be a problem except that it also applies to the aerodynamics. they produce a lot more drag when they're closed which makes no sense it can be fixed by replacing the modules in the config file with this: MODULE { name = ModuleAnimateGeneric animationName = cargoopen startEventGUIName = Open endEventGUIName = Close actionGUIName = Toggle Bay Doors allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 2 nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top2 nodeInnerAftID = bottom2 }
  10. Is it possible to have engineers gain experience from attaching parts with this mod? I have a kerbal that just assembled an entire station and is still level 1!
  11. Ah, thanks. I didnt see anything in my log because another mod was spamming it
  12. In version 1.1.3 Im unable to move an item and drop it. When i grab an object with G, then try and click to place it, with or without H, Nothing happens. No sound or error message. This is happening on the surface of the mun. Placing or attaching from a kerbal or part's inventory still works. There is nothing in the logs when this happens
  13. It looks like the solar particle collector is impossible to get in career (using community tech tree). I have "advanced construction" unlocked but the part doesnt appear in the science catagory edit: my mistake, i was reading it wrong. It's under Long Term Science
  14. No, it still wont work. the website wont even load. could you just put it on spaceport or mediafire or something?
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